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470 lines
10 KiB
470 lines
10 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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// |
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// Health.cpp |
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// |
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// implementation of CHudHealth class |
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// |
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#include "stdio.h" |
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#include "stdlib.h" |
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#include "math.h" |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "parsemsg.h" |
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#include <string.h> |
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#include "mobility_int.h" |
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DECLARE_MESSAGE( m_Health, Health ) |
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DECLARE_MESSAGE( m_Health, Damage ) |
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#define PAIN_NAME "sprites/%d_pain.spr" |
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#define DAMAGE_NAME "sprites/%d_dmg.spr" |
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int giDmgHeight, giDmgWidth; |
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int giDmgFlags[NUM_DMG_TYPES] = |
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{ |
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DMG_POISON, |
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DMG_ACID, |
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DMG_FREEZE|DMG_SLOWFREEZE, |
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DMG_DROWN, |
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DMG_BURN|DMG_SLOWBURN, |
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DMG_NERVEGAS, |
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DMG_RADIATION, |
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DMG_SHOCK, |
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DMG_CALTROP, |
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DMG_TRANQ, |
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DMG_CONCUSS, |
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DMG_HALLUC |
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}; |
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int CHudHealth::Init( void ) |
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{ |
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HOOK_MESSAGE( Health ); |
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HOOK_MESSAGE( Damage ); |
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m_iHealth = 100; |
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m_fFade = 0; |
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m_iFlags = 0; |
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m_bitsDamage = 0; |
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0; |
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giDmgHeight = 0; |
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giDmgWidth = 0; |
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memset( m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES ); |
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gHUD.AddHudElem( this ); |
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return 1; |
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} |
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void CHudHealth::Reset( void ) |
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{ |
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// make sure the pain compass is cleared when the player respawns |
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0; |
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// force all the flashing damage icons to expire |
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m_bitsDamage = 0; |
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for( int i = 0; i < NUM_DMG_TYPES; i++ ) |
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{ |
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m_dmg[i].fExpire = 0; |
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} |
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} |
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int CHudHealth::VidInit( void ) |
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{ |
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m_hSprite = 0; |
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m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1; |
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m_HUD_cross = gHUD.GetSpriteIndex( "cross" ); |
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giDmgHeight = gHUD.GetSpriteRect( m_HUD_dmg_bio ).right - gHUD.GetSpriteRect( m_HUD_dmg_bio ).left; |
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giDmgWidth = gHUD.GetSpriteRect( m_HUD_dmg_bio ).bottom - gHUD.GetSpriteRect( m_HUD_dmg_bio ).top; |
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return 1; |
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} |
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int CHudHealth::MsgFunc_Health( const char *pszName, int iSize, void *pbuf ) |
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{ |
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// TODO: update local health data |
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BEGIN_READ( pbuf, iSize ); |
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int x = READ_BYTE(); |
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m_iFlags |= HUD_ACTIVE; |
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// Only update the fade if we've changed health |
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if( x != m_iHealth ) |
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{ |
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m_fFade = FADE_TIME; |
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m_iHealth = x; |
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} |
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return 1; |
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} |
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int CHudHealth::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf ) |
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{ |
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BEGIN_READ( pbuf, iSize ); |
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int armor = READ_BYTE(); // armor |
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int damageTaken = READ_BYTE(); // health |
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long bitsDamage = READ_LONG(); // damage bits |
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vec3_t vecFrom; |
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for( int i = 0; i < 3; i++ ) |
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vecFrom[i] = READ_COORD(); |
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UpdateTiles( gHUD.m_flTime, bitsDamage ); |
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// Actually took damage? |
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if( damageTaken > 0 || armor > 0 ) |
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{ |
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CalcDamageDirection( vecFrom ); |
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if( gMobileEngfuncs && damageTaken > 0 ) |
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{ |
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float time = damageTaken * 4.0f; |
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if( time > 200.0f ) |
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time = 200.0f; |
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gMobileEngfuncs->pfnVibrate( time, 0 ); |
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} |
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} |
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return 1; |
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} |
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// Returns back a color from the |
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// Green <-> Yellow <-> Red ramp |
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void CHudHealth::GetPainColor( int &r, int &g, int &b ) |
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{ |
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int iHealth = m_iHealth; |
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if( iHealth > 25 ) |
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iHealth -= 25; |
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else if( iHealth < 0 ) |
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iHealth = 0; |
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#if 0 |
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g = iHealth * 255 / 100; |
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r = 255 - g; |
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b = 0; |
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#else |
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if( m_iHealth > 25 ) |
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{ |
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UnpackRGB( r, g, b, RGB_YELLOWISH ); |
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} |
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else |
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{ |
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r = 250; |
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g = 0; |
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b = 0; |
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} |
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#endif |
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} |
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int CHudHealth::Draw( float flTime ) |
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{ |
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int r, g, b; |
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int a = 0, x, y; |
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int HealthWidth; |
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if( ( gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH ) || gEngfuncs.IsSpectateOnly() ) |
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return 1; |
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if( !m_hSprite ) |
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m_hSprite = LoadSprite( PAIN_NAME ); |
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// Has health changed? Flash the health # |
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if( m_fFade ) |
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{ |
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m_fFade -= ( gHUD.m_flTimeDelta * 20 ); |
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if( m_fFade <= 0 ) |
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{ |
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a = MIN_ALPHA; |
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m_fFade = 0; |
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} |
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// Fade the health number back to dim |
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a = MIN_ALPHA + ( m_fFade / FADE_TIME ) * 128; |
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} |
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else |
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a = MIN_ALPHA; |
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// If health is getting low, make it bright red |
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if( m_iHealth <= 15 ) |
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a = 255; |
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GetPainColor( r, g, b ); |
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ScaleColors( r, g, b, a ); |
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// Only draw health if we have the suit. |
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// if( gHUD.m_iWeaponBits & ( 1 << ( WEAPON_SUIT ) ) ) |
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{ |
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HealthWidth = gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).right - gHUD.GetSpriteRect( gHUD.m_HUD_number_0 ).left; |
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int CrossWidth = gHUD.GetSpriteRect( m_HUD_cross ).right - gHUD.GetSpriteRect( m_HUD_cross ).left; |
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y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2; |
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x = CrossWidth / 2; |
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SPR_Set( gHUD.GetSprite( m_HUD_cross ), r, g, b ); |
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SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect( m_HUD_cross ) ); |
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x = CrossWidth + HealthWidth / 2; |
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x = gHUD.DrawHudNumber( x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b ); |
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x += HealthWidth / 2; |
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int iHeight = gHUD.m_iFontHeight; |
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int iWidth = HealthWidth / 10; |
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UnpackRGB( r, g, b, RGB_YELLOWISH ); |
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FillRGBA( x, y, iWidth, iHeight, r, g, b, a ); |
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} |
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DrawDamage( flTime ); |
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return DrawPain( flTime ); |
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} |
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void CHudHealth::CalcDamageDirection( vec3_t vecFrom ) |
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{ |
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vec3_t forward, right, up; |
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float side, front; |
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vec3_t vecOrigin, vecAngles; |
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if( !vecFrom[0] && !vecFrom[1] && !vecFrom[2] ) |
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{ |
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0; |
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return; |
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} |
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memcpy( vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t) ); |
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memcpy( vecAngles, gHUD.m_vecAngles, sizeof(vec3_t) ); |
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VectorSubtract( vecFrom, vecOrigin, vecFrom ); |
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float flDistToTarget = vecFrom.Length(); |
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vecFrom = vecFrom.Normalize(); |
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AngleVectors( vecAngles, forward, right, up ); |
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front = DotProduct( vecFrom, right ); |
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side = DotProduct( vecFrom, forward ); |
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if( flDistToTarget <= 50 ) |
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{ |
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m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 1; |
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} |
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else |
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{ |
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if( side > 0 ) |
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{ |
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if( side > 0.3 ) |
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m_fAttackFront = max( m_fAttackFront, side ); |
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} |
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else |
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{ |
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float f = fabs( side ); |
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if( f > 0.3 ) |
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m_fAttackRear = max( m_fAttackRear, f ); |
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} |
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if( front > 0 ) |
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{ |
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if( front > 0.3 ) |
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m_fAttackRight = max( m_fAttackRight, front ); |
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} |
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else |
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{ |
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float f = fabs( front ); |
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if( f > 0.3 ) |
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m_fAttackLeft = max( m_fAttackLeft, f ); |
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} |
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} |
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} |
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int CHudHealth::DrawPain( float flTime ) |
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{ |
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if( !( m_fAttackFront || m_fAttackRear || m_fAttackLeft || m_fAttackRight) ) |
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return 1; |
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int r, g, b; |
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int x, y, a, shade; |
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// TODO: get the shift value of the health |
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a = 255; // max brightness until then |
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float fFade = gHUD.m_flTimeDelta * 2; |
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// SPR_Draw top |
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if( m_fAttackFront > 0.4 ) |
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{ |
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GetPainColor( r, g, b ); |
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shade = a * max( m_fAttackFront, 0.5 ); |
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ScaleColors( r, g, b, shade ); |
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SPR_Set( m_hSprite, r, g, b ); |
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x = ScreenWidth / 2 - SPR_Width( m_hSprite, 0 ) / 2; |
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y = ScreenHeight / 2 - SPR_Height( m_hSprite, 0 ) * 3; |
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SPR_DrawAdditive( 0, x, y, NULL ); |
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m_fAttackFront = max( 0, m_fAttackFront - fFade ); |
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} else |
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m_fAttackFront = 0; |
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if( m_fAttackRight > 0.4 ) |
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{ |
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GetPainColor( r, g, b ); |
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shade = a * max( m_fAttackRight, 0.5 ); |
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ScaleColors( r, g, b, shade ); |
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SPR_Set( m_hSprite, r, g, b ); |
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x = ScreenWidth / 2 + SPR_Width( m_hSprite, 1 ) * 2; |
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y = ScreenHeight / 2 - SPR_Height( m_hSprite,1 ) / 2; |
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SPR_DrawAdditive( 1, x, y, NULL ); |
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m_fAttackRight = max( 0, m_fAttackRight - fFade ); |
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} |
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else |
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m_fAttackRight = 0; |
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if( m_fAttackRear > 0.4 ) |
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{ |
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GetPainColor( r, g, b ); |
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shade = a * max( m_fAttackRear, 0.5 ); |
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ScaleColors( r, g, b, shade ); |
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SPR_Set( m_hSprite, r, g, b ); |
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x = ScreenWidth / 2 - SPR_Width( m_hSprite, 2 ) / 2; |
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y = ScreenHeight / 2 + SPR_Height( m_hSprite, 2 ) * 2; |
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SPR_DrawAdditive( 2, x, y, NULL ); |
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m_fAttackRear = max( 0, m_fAttackRear - fFade ); |
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} |
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else |
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m_fAttackRear = 0; |
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if( m_fAttackLeft > 0.4 ) |
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{ |
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GetPainColor( r, g, b ); |
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shade = a * max( m_fAttackLeft, 0.5 ); |
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ScaleColors( r, g, b, shade ); |
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SPR_Set( m_hSprite, r, g, b ); |
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x = ScreenWidth / 2 - SPR_Width( m_hSprite, 3 ) * 3; |
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y = ScreenHeight / 2 - SPR_Height( m_hSprite,3 ) / 2; |
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SPR_DrawAdditive( 3, x, y, NULL ); |
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m_fAttackLeft = max( 0, m_fAttackLeft - fFade ); |
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} else |
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m_fAttackLeft = 0; |
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return 1; |
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} |
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int CHudHealth::DrawDamage( float flTime ) |
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{ |
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int i, r, g, b, a; |
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DAMAGE_IMAGE *pdmg; |
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if( !m_bitsDamage ) |
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return 1; |
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UnpackRGB( r, g, b, RGB_YELLOWISH ); |
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a = (int)( fabs( sin( flTime * 2 ) ) * 256.0 ); |
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ScaleColors( r, g, b, a ); |
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// check for bits that should be expired |
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for( i = 0; i < NUM_DMG_TYPES; i++ ) |
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{ |
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if( m_bitsDamage & giDmgFlags[i] ) |
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{ |
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pdmg = &m_dmg[i]; |
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// Draw all the items |
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SPR_Set( gHUD.GetSprite( m_HUD_dmg_bio + i ), r, g, b ); |
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SPR_DrawAdditive( 0, pdmg->x, pdmg->y, &gHUD.GetSpriteRect( m_HUD_dmg_bio + i ) ); |
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pdmg->fExpire = min( flTime + DMG_IMAGE_LIFE, pdmg->fExpire ); |
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if( pdmg->fExpire <= flTime // when the time has expired |
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&& a < 40 ) // and the flash is at the low point of the cycle |
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{ |
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pdmg->fExpire = 0; |
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int y = pdmg->y; |
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pdmg->x = pdmg->y = 0; |
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// move everyone above down |
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for( int j = 0; j < NUM_DMG_TYPES; j++ ) |
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{ |
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pdmg = &m_dmg[j]; |
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if( ( pdmg->y ) && ( pdmg->y < y ) ) |
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pdmg->y += giDmgHeight; |
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} |
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m_bitsDamage &= ~giDmgFlags[i]; // clear the bits |
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} |
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} |
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} |
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return 1; |
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} |
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void CHudHealth::UpdateTiles( float flTime, long bitsDamage ) |
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{ |
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DAMAGE_IMAGE *pdmg; |
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// Which types are new? |
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long bitsOn = ~m_bitsDamage & bitsDamage; |
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for( int i = 0; i < NUM_DMG_TYPES; i++ ) |
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{ |
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pdmg = &m_dmg[i]; |
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// Is this one already on? |
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if( m_bitsDamage & giDmgFlags[i] ) |
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{ |
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pdmg->fExpire = flTime + DMG_IMAGE_LIFE; // extend the duration |
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if( !pdmg->fBaseline ) |
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pdmg->fBaseline = flTime; |
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} |
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// Are we just turning it on? |
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if( bitsOn & giDmgFlags[i] ) |
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{ |
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// put this one at the bottom |
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pdmg->x = giDmgWidth / 8; |
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pdmg->y = ScreenHeight - giDmgHeight * 2; |
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pdmg->fExpire=flTime + DMG_IMAGE_LIFE; |
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// move everyone else up |
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for( int j = 0; j < NUM_DMG_TYPES; j++ ) |
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{ |
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if( j == i ) |
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continue; |
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pdmg = &m_dmg[j]; |
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if( pdmg->y ) |
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pdmg->y -= giDmgHeight; |
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} |
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pdmg = &m_dmg[i]; |
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} |
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} |
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// damage bits are only turned on here; they are turned off when the draw time has expired (in DrawDamage()) |
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m_bitsDamage |= bitsDamage; |
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}
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